How to create a custom-angled Camera Clipping Plane that only affects Camera Rays?
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Hi everyone,
I am looking for a way to perform a non-orthogonal clipping in 3ds Max .
The native "Camera Clipping" works perfectly for what I need (objects are hidden from the view but still cast shadows and contribute to the Global Illumination), but it is strictly limited to the camera's Z-axis.
My goal is to align a clipping plane at a custom angle (diagonal or tilted) while maintaining the following behavior:
Visibility: Hide geometry between the camera and the clipping plane to see inside the scene.
Lighting: The clipped geometry must still be "seen" by the engine for GI, reflections, and shadows (to avoid the interior looking like an open-air scene or having black "hollow" sections).
Orientation: The plane should be freely rotatable, independent of the camera's target axis.
Is there a way to achieve this using a specific tool, a modifier or a shader-based approach (like a RaySwitch or Distance map in the opacity slot) that doesn't break the light calculation? ). This would be avery useful tool for managing the complexity of certain viewpoints.
So to resume :
Is it possible to have a clipping plane modifier that can be added to cameras? Is it possible to overcome the limitation of camera clipping parallelism on the z-axis?
Thanks a lot
Damien
